-- returns an object to a door object or nil
function doors.get(pos)
   local node_name = minetest.get_node(pos).name
   if doors.registered_doors[node_name] then
      -- A normal upright door
      return {
         pos = pos,
         open = function(self, player)
            if self:state() then
               return false
            end
            return doors.door_toggle(self.pos, nil, player)
         end,
         close = function(self, player)
            if not self:state() then
               return false
            end
            return doors.door_toggle(self.pos, nil, player)
         end,
         toggle = function(self, player)
            return doors.door_toggle(self.pos, nil, player)
         end,
         state = function(self)
            local state = minetest.get_meta(self.pos):get_int('state')
            return state %2 == 1
         end
      }
   elseif doors.registered_trapdoors[node_name] then
      -- A trapdoor
      return {
         pos = pos,
         open = function(self, player)
            if self:state() then
               return false
            end
            return doors.trapdoor_toggle(self.pos, nil, player)
         end,
         close = function(self, player)
            if not self:state() then
               return false
            end
            return doors.trapdoor_toggle(self.pos, nil, player)
         end,
         toggle = function(self, player)
            return doors.trapdoor_toggle(self.pos, nil, player)
         end,
         state = function(self)
            return minetest.get_node(self.pos).name:sub(-5) == '_open'
         end
      }
   else
      return nil
   end
end

-- this hidden node is placed on top of the bottom, and prevents
-- nodes from being placed in the top half of the door.
minetest.register_node('doors:hidden', {
   drawtype = 'airlike',
   paramtype = 'light',
   paramtype2 = 'facedir',
   sunlight_propagates = true,
   -- has to be walkable for falling nodes to stop falling.
   --walkable = true,
   pointable = false,
   diggable = false,
   buildable_to = false,
   floodable = false,
   drop = '',
   groups = {not_in_creative_inventory = 1},
   collision_box = {
      type = "fixed",
      fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
   },
})

-- table used to aid door opening/closing
local transform = {
   {
      {v = '_a', param2 = 3},
      {v = '_a', param2 = 0},
      {v = '_a', param2 = 1},
      {v = '_a', param2 = 2},
   },
   {
      {v = '_c', param2 = 1},
      {v = '_c', param2 = 2},
      {v = '_c', param2 = 3},
      {v = '_c', param2 = 0},
   },
   {
      {v = '_b', param2 = 1},
      {v = '_b', param2 = 2},
      {v = '_b', param2 = 3},
      {v = '_b', param2 = 0},
   },
   {
      {v = '_d', param2 = 3},
      {v = '_d', param2 = 0},
      {v = '_d', param2 = 1},
      {v = '_d', param2 = 2},
   },
}

function doors.door_toggle(pos, node, clicker, close)
   local meta = minetest.get_meta(pos)
   node = node or minetest.get_node(pos)
   local def = minetest.registered_nodes[node.name]
   local name = def.door.name
   local player_name = clicker:get_player_name()
   local lock_status = meta:get_int('lock_s')

   if not close then
      local wield = clicker:get_wielded_item()
      local wield_name = wield:get_name()
      if not minetest.is_protected(pos, player_name) and minetest.check_player_privs(player_name, { creative = true }) then
      else
         local map_id = lobby.game[player_name]
         local sabotage_level = lobby.sabotage_level[map_id] or 5
         local level = meta:get_int('level') or 0
         if level < sabotage_level then
            if lock_status == 1 and (minetest.is_protected(pos, player_name) or not minetest.check_player_privs(player_name, { creative = true })) then
               return
            elseif lock_status == 2 then
               local key = meta:get_string('key')
               if wield_name ~= key then
                  local def = minetest.registered_items[key]
                  local key_name = def.description
                  minetest.chat_send_player(player_name, 'This door can be opened/closed with a '..key_name..'.')
                  return
               else
                  minetest.after(3, function()
                     doors.door_toggle(pos, nil, clicker, true)
                  end)
               end
            elseif lock_status >= 3 then
               minetest.chat_send_player(player_name, 'The lock looks cheap, you might be able to pick it.')
               return
            end
         else
            minetest.chat_send_player(player_name, 'This door can\'t be used right now.')
            return
         end
      end
   end

   local state = meta:get_string('state')
   if state == '' then
      -- fix up lvm-placed right-hinged doors, default closed
      if node.name:sub(-2) == '_b' then
         state = 2
      else
         state = 0
      end
   else
      state = tonumber(state)
   end
   -- until Lua-5.2 we have no bitwise operators :(
   if state % 2 == 1 then
      state = state - 1
   else
      state = state + 1
   end

   local dir = node.param2

   -- It's possible param2 is messed up, so, validate before using
   -- the input data. This indicates something may have rotated
   -- the door, even though that is not supported.
   if not transform[state + 1] or not transform[state + 1][dir + 1] then
      return false
   end

   if state % 2 == 0 then
      minetest.sound_play(def.door.sounds[1],
         {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
   else
      minetest.sound_play(def.door.sounds[2],
         {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
   end
   minetest.swap_node(pos, {
      name = 'doors:'..name .. transform[state + 1][dir+1].v,
      param2 = transform[state + 1][dir+1].param2
   })
   meta:set_int('state', state)

   return true
end


local function on_place_node(place_to, newnode,
   placer, oldnode, itemstack, pointed_thing)
   -- Run script hook
   for _, callback in ipairs(minetest.registered_on_placenodes) do
      -- Deepcopy pos, node and pointed_thing because callback can modify them
      local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
      local newnode_copy =
         {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
      local oldnode_copy =
         {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
      local pointed_thing_copy = {
         type  = pointed_thing.type,
         above = vector.new(pointed_thing.above),
         under = vector.new(pointed_thing.under),
         ref   = pointed_thing.ref,
      }
      callback(place_to_copy, newnode_copy, placer,
         oldnode_copy, itemstack, pointed_thing_copy)
   end
end

function doors.register(name, def)

   minetest.register_craftitem('doors:' .. name, {
      description = def.description,
      inventory_image = 'doors_'..name..'_inv.png',
      groups = {breakable=1},

      on_place = function(itemstack, placer, pointed_thing)
         local pos

         if not pointed_thing.type == 'node' then
            return itemstack
         end

         local node = minetest.get_node(pointed_thing.under)
         local pdef = minetest.registered_nodes[node.name]
         if pdef and pdef.on_rightclick and
               not (placer and placer:is_player() and
               placer:get_player_control().sneak) then
            return pdef.on_rightclick(pointed_thing.under,
                  node, placer, itemstack, pointed_thing)
         end

         if pdef and pdef.buildable_to then
            pos = pointed_thing.under
         else
            pos = pointed_thing.above
            node = minetest.get_node(pos)
            pdef = minetest.registered_nodes[node.name]
            if not pdef or not pdef.buildable_to then
               return itemstack
            end
         end

         local above = {x = pos.x, y = pos.y + 1, z = pos.z}
         local top_node = minetest.get_node_or_nil(above)
         local topdef = top_node and minetest.registered_nodes[top_node.name]

         if not topdef or not topdef.buildable_to then
            return itemstack
         end

         local pn = placer and placer:get_player_name() or ''
         if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
            return itemstack
         end

         local dir = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0

         local ref = {
            {x = -1, y = 0, z = 0},
            {x = 0, y = 0, z = 1},
            {x = 1, y = 0, z = 0},
            {x = 0, y = 0, z = -1},
         }

         local aside = {
            x = pos.x + ref[dir + 1].x,
            y = pos.y + ref[dir + 1].y,
            z = pos.z + ref[dir + 1].z,
         }

         local state = 0
         if minetest.get_item_group(minetest.get_node(aside).name, 'door') == 1 then
            state = state + 2
            minetest.set_node(pos, {name = 'doors:'..name .. '_b', param2 = dir})
            minetest.set_node(above, {name = 'doors:hidden', param2 = (dir + 3) % 4})
         else
            minetest.set_node(pos, {name = 'doors:'..name .. '_a', param2 = dir})
            minetest.set_node(above, {name = 'doors:hidden', param2 = dir})
         end

         local meta = minetest.get_meta(pos)
         meta:set_int('state', state)

         if not minetest.is_creative_enabled(pn) then
            itemstack:take_item()
         end

         on_place_node(pos, minetest.get_node(pos),
            placer, node, itemstack, pointed_thing)

         return itemstack
      end
   })
   def.inventory_image = nil
   def.tiles = {{name = 'doors_'..name..'.png', backface_culling=true}}
   def.groups = {breakable=1, door=1, not_in_creative_inventory=1}

   --if not def.sounds then
   --   def.sounds = default.node_sound_wood_defaults()
   --end

   if not def.sound_open then
      def.sound_open = 'doors_door_open'
   end

   if not def.sound_close then
      def.sound_close = 'doors_door_close'
   end

   def.drop = 'doors:'..name
   def.door = {
      name = name,
      sounds = { def.sound_close, def.sound_open },
   }
   if not def.on_rightclick then
      def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
         doors.door_toggle(pos, node, clicker)
         return itemstack
      end
   end
   def.after_dig_node = function(pos, node, meta, digger)
      minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
   end
   def.on_rotate = function(pos, node, user, mode, new_param2)
      return false
   end

   def.on_destruct = function(pos)
      minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
   end

   def.drawtype = 'mesh'
   def.paramtype = 'light'
   def.paramtype2 = 'facedir'
   def.sunlight_propagates = true
   def.walkable = true
   def.is_ground_content = false
   def.buildable_to = false
   def.use_texture_alpha = 'clip'
   def.selection_box = {type = 'fixed', fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
   def.collision_box = {type = 'fixed', fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}

   def.mesh = 'door_a.obj'
   minetest.register_node('doors:' .. name .. '_a', def)

   def.mesh = 'door_b.obj'
   minetest.register_node('doors:' .. name .. '_b', def)

   def.mesh = 'door_a2.obj'
   minetest.register_node('doors:' .. name .. '_c', def)

   def.mesh = 'door_b2.obj'
   minetest.register_node('doors:' .. name .. '_d', def)

   doors.registered_doors['doors:'..name .. '_a'] = true
   doors.registered_doors['doors:'..name .. '_b'] = true
   doors.registered_doors['doors:'..name .. '_c'] = true
   doors.registered_doors['doors:'..name .. '_d'] = true
end

----trapdoor----

function doors.trapdoor_toggle(pos, node, clicker, close)
   node = node or minetest.get_node(pos)
   local meta = minetest.get_meta(pos)
   local def = minetest.registered_nodes[node.name]
   local player_name = clicker:get_player_name()
   local lock_status = meta:get_int('lock_s')

   if not close then
      local wield = clicker:get_wielded_item()
      local wield_name = wield:get_name()
      if not minetest.is_protected(pos, player_name) and minetest.check_player_privs(player_name, { creative = true }) then
      else
         local map_id = lobby.game[player_name]
         local sabotage_level = lobby.sabotage_level[map_id] or 5
         local level = meta:get_int('level') or 0
         if level < sabotage_level then
            if lock_status == 1 and (minetest.is_protected(pos, player_name) or not minetest.check_player_privs(player_name, { creative = true })) then
               return
            elseif lock_status == 2 then
               local key = meta:get_string('key')
               if wield_name ~= key then
                  local def = minetest.registered_items[key]
                  local key_name = def.description
                  minetest.chat_send_player(player_name, 'This door can be opened/closed with a '..key_name..'.')
                  return
               else
                  minetest.after(3, function()
                     doors.trapdoor_toggle(pos, nil, clicker, true)
                  end)
               end
            elseif lock_status >= 3 then
               minetest.chat_send_player(player_name, 'The lock looks cheap, you might be able to pick it.')
               return
            end
         else
            minetest.chat_send_player(player_name, 'This door can\'t be used right now.')
            return
         end
      end
   end

   if string.sub(node.name, -5) == '_open' then
      minetest.sound_play(def.sound_close,
         {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
      minetest.swap_node(pos, {name = string.sub(node.name, 1,
         string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
   else
      minetest.sound_play(def.sound_open,
         {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
      minetest.swap_node(pos, {name = node.name .. '_open',
         param1 = node.param1, param2 = node.param2})
   end
end

function doors.register_trapdoor(name, def)

   local name_closed = name
   local name_opened = name..'_open'

   def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
      doors.trapdoor_toggle(pos, node, clicker)
      return itemstack
   end

   -- Common trapdoor configuration
   def.inventory_image = 'doors_'..name..'.png'
   def.drawtype = 'nodebox'
   def.paramtype = 'light'
   def.paramtype2 = 'facedir'
   def.is_ground_content = false
   def.use_texture_alpha = 'clip'
   def.groups = {breakable=1, door=2}

   --if not def.sounds then
   --   def.sounds = default.node_sound_wood_defaults()
   --end

   if not def.sound_open then
      def.sound_open = 'doors_door_open'
   end

   if not def.sound_close then
      def.sound_close = 'doors_door_close'
   end

   local def_opened = table.copy(def)
   local def_closed = table.copy(def)

   def_closed.node_box = {
      type = 'fixed',
      fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
   }
   def_closed.selection_box = {
      type = 'fixed',
      fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
   }
   def_closed.tiles = {
      'doors_'..name..'.png',
      'doors_'..name..'.png^[transformFY',
      'doors_'..name..'_side.png',
      'doors_'..name..'_side.png',
      'doors_'..name..'_side.png',
      'doors_'..name..'_side.png'
   }

   def_opened.groups.not_in_creative_inventory=1

   def_opened.node_box = {
      type = 'fixed',
      fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
   }
   def_opened.selection_box = {
      type = 'fixed',
      fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
   }
   def_opened.tiles = {
      def.tile_side,
      'doors_'..name..'_side.png^[transform2',
      'doors_'..name..'_side.png^[transform3',
      'doors_'..name..'_side.png^[transform1',
      'doors_'..name..'.png^[transform46',
      'doors_'..name..'.png^[transform6'
   }

   def_opened.drop = name_closed

   minetest.register_node('doors:'..name_opened, def_opened)
   minetest.register_node('doors:'..name_closed, def_closed)

   doors.registered_trapdoors['doors:'..name_opened] = true
   doors.registered_trapdoors['doors:'..name_closed] = true
end

function doors.lock(pos, name)
   local meta = minetest.get_meta(pos)
   local status = meta:get_int('lock_s')
   local key_i = meta:get_int('key_i')
   local level = meta:get_int('level')
   local infotext = meta:get_string('infotext')
   minetest.show_formspec(name, 'doors:configuration', doors.lock_formspec(status, key_i, level, infotext))
end

local keys = {
   'doors:key_skeleton', 'doors:key_modern', 'doors:keycard_red', 'doors:keycard_green', 'doors:keycard_blue'
}

function doors.lock_formspec(status, key_i, level, infotext)
   local formspec =
      'formspec_version[3]'..
      'size[8,8]'..
      'textarea[.5,.5;7,4.25;;;Set the lock status here, different numbers mean different things, the following breakdown should be helpful.\n'..
      '\n0: Standard door, anybody can open it.\n'..
      '1: Locked door, only people within the area protection can open. Not pickable.\n'..
      '2: Locked door, uses Key to open.\n'..
      '3-13: locked door, can be picked, higher values are harder to pick. Limited time is offered to pick a door. '..
      'Formula is (20-lock Status)+Luck.\n'..
      '\nYou can ignore the level input if you aren\'t adding a node you can sabotage.]'..
      'field[1,5;6,.5;infotext;Infotext;'..infotext..']'..
      'field[1,6;2,.5;status;Lock Status;'..status..']'..
      'dropdown[4,6;3,.5;key;'..table.concat(keys, ',')..';'..key_i..']'..
      'field[1,7;2,.5;level;Level;'..level..']'..
      'button_exit[5,7;2,.5;save;Submit]'
   return formspec
end

minetest.register_on_player_receive_fields(function(player, formname, fields)
   local name = player:get_player_name()
   if formname == 'doors:configuration' then
      if fields.save then
         local state = tonumber(fields.status) or 0
         if state >= 0 and state <= 13 then
            local pos = tasks.player_config[name]
            local meta = minetest.get_meta(pos)
            local info = fields.infotext
            local lower = string.lower(info)
            meta:set_int('lock_s', state)
            meta:set_int('level', math.min(fields.level, 4))
            if state == 0 then
               meta:set_string('infotext', info)
            elseif state == 2 then
               if string.find(lower, 'lock') then
                  meta:set_string('infotext', info)
               else
                  meta:set_string('infotext', info..' (locked)')
               end
               for i, index in ipairs(keys) do
                  if index == fields.key then
                     meta:set_string('key', fields.key)
                     meta:set_int('key_i', i)
                  end
               end
            else
               if string.find(lower, 'lock') then
                  meta:set_string('infotext', info)
               else
                  meta:set_string('infotext', info..' (locked)')
               end
            end
         else
            minetest.chat_send_player(name, 'Faulty input, try again.')
         end
      end
   end
end)
